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Accuracy(命中, Meichuu?), usually abbreviated as ACC and also known as Hit, Hit Rate, Precision, and Attack%, is a recurring stat in the Final Fantasy series. Having a higher Accuracy can increase the likelihood that the player's attack will connect. Accuracy is generally compared against Evasion and Luck to determine hits and misses. Unlike physical attacks, magic spells usually have a set Hit Rate, except in Final Fantasy XI that uses a Magic Accuracy concept.

Spells, like Blind, can significantly lower Accuracy. Other effects, like Bard's Madrigal songs can increase Accuracy. Equipment can do the same. The maximum value for Accuracy is 255%. At this value, the attack will never miss, but weapons with such high Accuracy are often rare.

Accuracy is divided into a number and a percentage. The first number is how many hits the character can land and is based solely on a character's skill level with the equipped weapon, while the percentage is determined by the equipped weapon's Accuracy value plus the character's Strength stat. Each weapon factors Accuracy individually, although only the Accuracy of the weapon in the character's main hand is displayed.

Due to the Evade bug in the versions prior to the Advance port were glitched what it comes to the characters' hit rate, such as preventing status effects from actually lowering the afflicted character's hit rate.

For normal attacks, if the target has Sleep, Petrify, Stop, or Freeze status, then the attack will always hits the target. If the attack is physical and hits the back of the target, then it will never miss. If a physical attack hits a target that has the Image status, then the attack will miss, and there is a 1 in 4 chance of removing the Image status.

If a magical attack hits a target that has the Invisible status, the attack will always hit.

Squall and Seifer naturally have 255% accuracy due to equipping gunblades, which means they will never miss. Selphie's ultimate weapon, the Strange Vision, also has natural 255% hit rate. Other characters can junctionGuardian Forces that have the Hit-J junction ability to junction spells to their Hit to improve their accuracy.

Otherwise, a physical attack's accuracy is 100% - the target's Evade, but the 100% can be halved to 50% - Evade, 25% - Evade, or even 12.5% - Evade by the attacker's statuses Confuse and Darkness, or if the defender's status is Defend. It is dropped to 0% if the target has Vanished.

If a party member has Distract equipped enemies' physical attack accuracy against then is halved.

Accuracy is one of the stats that govern the chances of successfully land a physical attack on the opponent, the other stats being the target's Evasion stat and both units' Luck stat.

For player characters, the following intermediary equation is used to determine the integer AcNum:

$ AcNum=(AttackerAccuracy*0.4-TargetEvasion)+9 $

AcNum is then converted into Accuracy%, the chance of the attack hitting before Luck is taken into account, using the following table:

AcNum

Accuracy%

0 or lower

25

1 or 2

30

3 or 4

40

5

50

6

60

7

80

8 or greater

100

If the character is afflicted with Darkness, Accuracy% is always 10, regardless of AcNum.

If the target's Evasion is 111 or higher, Accuracy% will never be higher than 25 regardless of the attacker's Accuracy unless the attacker has used the special ability Aim.

For enemies, Accuracy% is calculated using the following formula:

$ Accuracy% =SkillAccuracy-TargetEvasion $

Where SkillAccuracy is an integer tied to the enemy ability used.

Finally, for both characters and enemies, Hit%, the actual chance of the attack being successful expressed as a percentage, is calculated as follows:

$ Hit% =Accuracy%+AttackerLuck-TargetLuck $

On the Sphere Grid, the player can activate Accuracy nodes by spending Speed Spheres, and create new Accuracy nodes by using Accuracy Spheres. Speed Spheres are a common drop from many enemies, while Accuracy Spheres can be obtained by defeating Hornet.

Generally, all physical attacks hit the enemy due to most character have weapons which are ranged by default or can transform into a ranged weapon. When a note reading "Frequently evades attacks" unlocks for a specific enemy type, Commandos and Ravagers will most likely use magic spells to hit the enemy.

This section in Final Fantasy XIII is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Serah Farron and Noel Kreiss's weapons are designed for both, melee and ranged attacks. Serah's bowsword changes into bow mode and Noel's dual swords changes into a javelin when either of characters is to attack a distant character, like the Paradox Alpha. If Paradigm Pack ally is a Commando monster is to attack a ranged target, it will use Ruin as most of them are grounded types, same goes to Ravagers and Saboteurs who will prioritize magic spells for ranged targets.

This section in Final Fantasy XIII-2 is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Accuracy is a secondary stat that reduces the chance of spell or weaponskill missing its target. Accuracy as a stat was replaced in 4.0 by Direct Hit, exclusive to DPS gear, however, it can be melded to tank and healer gear. Gear released prior to 4.0 can still have natural Direct Hit regardless of role.

The chance of any offensive, such as attacking or damaging spells. Ability hitting is highly dependent on the direction the target is facing. If the target is facing whatever unit is using the ability, the chance of it hitting will be half as much as if the target has their back to the unit using the ability. If the target has their side to the unit using the ability, the chance of hitting will be halfway between the chance of hitting the target from the front and from the back.

Positive abilities, such as healing or buffing abilities will have a guaranteed chance of hitting the target, regardless of facing.

This section in Final Fantasy Tactics Advance is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Range, represented by the wind element, is one of Layle's five stats, which, like the other four, can be increased by equipping accessories. The Range stat determines the distance from which Layle can lock-on to a target.